Keeping with the theme of Bloodborne, I'm going to make an interior of one of the rooms in Iosefka's Clinic. This is a break-down of the concept-art that I'm going by and a screen-shot of the early block-out in both Maya and Unreal. I use UE4 to get the scaling and feeling right, while I use Maya to measure the…
Hi, here it is. It is quite simple and should get you started. #include <iostream>using std::cout;using std::endl;void diamond(int size){ int spaces = size / 2; // loop over the number of lines for (int i = 0; i != size; ++i) { // loop to write whitespaces for each line for (int j = abs(spaces); j != 0; --j) cout << " ";…
yes it cant intersect but the thing is that I am using several materials for same uv space . This is done so that I could hide some parts of the model for better texturing experience. For instance I hide sword scabbard so I can see the sword while texturing. When I export sword scabbard, the padding goes to the place where…
I remember playing House of the dead in the mall, somewhere in iowa. There was pizza. Good times. I also remember playing some racing game where you could splatter camels all over the road, at a bowling alley. I went to bowling league with my friend, but I just played arcade games while he bowled. Ah, childhood.
Sorry I am not sure what I am doing wrong in my statements? I apologize. But as far as I know we have the same internet with the same historical facts. In 2001 when that demo was released It was demo-ed on the 2nd generation gpu chips released that year. With such revolutionary pixel shader work I can't see how they didn't…